Vertical FOV fov是什么意思思

wide FOV的用法和样例:
The simulation results revealed that the errors caused by wide FOV have complex features due to canopy geometry and measurement geometry.
通过对这三个分量在传感器视场中面积权重的计算来模拟目标结构、传感器高度、位置、视场角大小、观测角度等因素对测量结果产生的影响。
A compound opto-electronic system is described,which is consist of two systems,one has a wide FOV but low measuring accuracy,the other has a high measaring accuracy but a narrow FOV.
本文提出一种复合光电系统测量方法,即用两组光电系统:其一为宽视场系统,但其测量精度较低;其二为高精度系统,但其视场较小。
Abstract: A compound opto-electronic system is described,which is consist of two systems,one has a wide FOV but low measuring accuracy,the other has a high measaring accuracy but a narrow FOV.
文摘:本文提出一种复合光电系统测量方法,即用两组光电系统:其一为宽视场系统,但其测量精度较低;其二为高精度系统,但其视场较小。采用2套计算机系统将二者联系起来,运用数据结合技术,从而实现宽视场、高精度测量。
Study On Wide FOV Reflective Optical System
一种大视场反射光学系统的研究
The thesis explores the techniques aimed to wider FOV and higher accuracy under the background of the study on the new generation of star sensor.
本论文以新一代星敏感器为研究背景以大视场、高精度为目的,对星敏感器的应用技术进行了研究与探索。
wide FOV的海词问答与网友补充:
wide FOV的相关资料:
相关词典网站:Glossary:Field of view (FOV)
From PCGamingWiki, the wiki about fixing PC games
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A diagram demonstrating field of view
Resolutions
Video settings
Field of view (FOV)
For a list of games, see .
Key points
Field of view (FOV) is the amount of game view that is on display during a game.
Wikipedia has an
FOV options are crucial for using
resolutions in games.
An appropriate FOV is different depending on how far the player is away from a display.
PC games should be designed with a high FOV of around 85-110 because players normally sit closer to their display.
Console games should be designed with a lower FOV of around 55-75 because their players usually sit fu normally the distance between a couch and a TV.
However, many games released on the PC (such as console ports) do not have the correct FOV adjustment, usually because the FOV has been kept the same as it was on the console version of the game.
While the right FOV is usually a matter of taste, there is in fact an objective rule: The 3D graphics should look natural to the vision center in your brain and your eyes, which have evolved over millions of years. If you had a 3D computer model of your current actual reality, you could look at this model on a screen, so that it is perfectly aligned with the actual reality that you can see around the screen. You would have to set a certain FOV for that. Now, if you move the screen closer to you, or if you'd swap the screen for a bigger one, you would have to increase the FOV. If you move it further away (or if it "shrinks"), the FOV needs to be decreased.
Geometry will appear distorted if there is a mismatch between actual screen FOV coverage and in-game FOV being rendered. This is true whether in-game FOV is lower or higher than actual [physical] screen FOV coverage.
In case where rFOV (rendered FOV) exceeds tFOV (true FOV) of the screen, users will notice objects away from the center of the screen being stretched. On the other hand, objects away from the screen will appear shrunk if cases where tFOV exceeds rFOV especially for the HUD elements (when a certain FOV code is hackable).
Great majority of popular PC games use rectilinear method of rendering virtual world onto the display surface. What this means is that game engine thinks of your display (or multi-monitor setup) as being perfectly straight surface. If user sets in-game horizontal FOV to value of 90°, game engine renders geometry according to the assumption that the user if facing left/right edges of the screen at a 45° angle (90° / 2 = 45°).
As written before, the cause of visible distortions is a mismatch between engine assumption of the user's position [relative to the display] and user's actual position relative to the display.
One difference that often causes confusion is the measurement of FOV - most titles will expose the number horizontally, some games however, measure FOV in the vertical.
Horizontal is by far the more common way of it being exposed to users. An example of a game that uses this is .
Vertical is less common, and less understood. An example of a game that uses this is .
An intrinsic value of vertical FOV is that it does not need to change to compensate for a wider view, only the aspect ratio does. An example of this is on a 16:9 display, a vertical FOV of 70 will produce 102 horizontal whereas a 16:10 display would yield 96 horizontal. This can lead to some confusion because seeing such a low value can initially appear jarring when it is actually closely in line with other titles.
To further complicate matters, some games expose the horizontal number but internally compensate for the aspect ratio.
is also an example of this -- depending on the aspect ratio, 90 FOV is likely not "really" 90. On the other hand, a game that does NOT compensate for aspect ratio is . These behaviors are more commonly recognized as 'Hor+' and 'Vert-' respectively.
When faced with a game using vertical FoV, you can use
to convert from the standard horizontal FOV, into a vertical FOV. It was designed for , but it should work for most games using vertical FOV.
A few examples for common monitor resolutions:
90° horizontal FOV @ 1920 x 1080 = 59° vertical FOV.
90° horizontal FOV @ 1920 x 1200 = 65° vertical FOV.
90° horizontal FOV @ 1920 x 1440 = 74° vertical FOV.
World of Warcraft being played on 6 monitors.
This is the largest community online dedicated to fixing FOV and aspect-ratio issues, as well as the configuation of PC games with multi-monitor set ups. Their extremely active community shares videos, information, settings and profiles for fixing FOV issues.
Widescreen Fixer is a very well-supported FOV utility. It uses rendering call overrides to widen the projection matrix at the API level and, as such, widens the field of view, but can distort the image incorrectly from game to game. It supports several games and is not detectable by multiplayer anti-hack systems. This tool works best for multiple-monitor desktops.
Alternatively, if you need to know the optimal FoV for your particular monitor and distance, this tool will calculate your FoV from center horizontally. This means if you double the result, you will have your optimal horizontal FoV.
This calculator will convert horizontal FoV to vertical.
Wide variety of plugins along with frequent database updates.
Instructions
Extract or install Flawless Widescreen anywhere.
Run FlawlessWidescreen.exe.
Under the Available Plugins tab, simply click on the desired game once to install a plugin.
Navigate to the Installed Plugins section then click on the installed plugin.
Check the desired fixes, tweak any values then simply run the game.
Flawless Widescreen has to be left open during playtime.
The descriptions offer important information related to the effects on certain tweaks and how to fix their issues.FOV 55deg 中的FOV是什么意思_百度知道
FOV 55deg 中的FOV是什么意思
FOV 55deg 中的FOV是什么意思
是这个,那位高手知道,告诉我一声,应该属于温度方面的专有名词吧
我有更好的答案
是那个韩国鬼王fov吗,世界最强食尸鬼操作人
FOV是WAR3高手的说
FOV 55deg 指的是温度传感器的视角是55度。
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